#version 330
out vec4 outputColor;

uniform sampler2D colorSampler;
uniform int obscuror;

in VertexData{
    vec2 uv;
} vertexIn;

void main()
{
    outputColor = texture2D(colorSampler, vertexIn.uv);
    if(obscuror == 1){
        outputColor.w = 0.5;
    }
}
